Please upgrade your browser for the best possible experience.

Chrome Firefox Internet Explorer
×

Trooper Commando - Healer Build

STAR WARS: The Old Republic > English > Classes > Commando / Mercenary
Trooper Commando - Healer Build

Capt_Beers's Avatar


Capt_Beers
02.14.2012 , 03:21 PM | #1
Here's the build for my Commando healer I am planning on going with:

http://www.torhead.com/skill-calc#800dfMMRzfbkqZrcoZb.1

I planning on playing mostly PvE, only doing PvP as necessary to bu some of the PvP gear. Any thoughts or suggestions are welcome. This is the first time I am playing an MMO and certainly the first time in any game type I am going to be in a support role instead of directly involved in any action. So I have no clue what I am doing. Thanks in advance for any help.

Merki's Avatar


Merki
02.14.2012 , 03:23 PM | #2
Istvar - Quote: Ever considered the problem might be with you ,not with the class?

Savari's Avatar


Savari
02.16.2012 , 03:30 AM | #4
http://www.torhead.com/skill-calc#800rdRoRdfdkqZrco.1

Build I personally plan to use at 50, at least until I can get enough Alacrity to warrant changing to another build to support it. If I'm solo'ing or doing non-hard mode/operations there is a good chance I'll run that anyway.

Optimizing for alacrity before you really have enough of the stat to warrant it isn't that smart, imho. Also, with a shorter induction for your heals you have to become more aware of your ammo expenditure. The normal 2.0 and 1.5s inductions help as a natural slow down to spamming, but running out of ammo is quite possible. Reduce those times and it becomes even more important to stay aware of your ammo usage.

Also, using Advanced Medical Probe before Medical Probe should be done whenever possible once you get the talent maxed that reduces the cost of Medical Probe by 2 after getting AMP.

Buckit's Avatar


Buckit
02.16.2012 , 07:29 AM | #5
Quote: Originally Posted by Capt_Beers View Post
Here's the build for my Commando healer I am planning on going with:

http://www.torhead.com/skill-calc#800dfMMRzfbkqZrcoZb.1

I planning on playing mostly PvE, only doing PvP as necessary to bu some of the PvP gear. Any thoughts or suggestions are welcome. This is the first time I am playing an MMO and certainly the first time in any game type I am going to be in a support role instead of directly involved in any action. So I have no clue what I am doing. Thanks in advance for any help.
No super charge cells? Hmmm

Also, I'd pull the points out of first responder and Medzone. Increasing alacrity by a lot of points translates into a casting reduction of 1 or 2 tenths of a second. Seems like a lotta buck for very little bang. That's been my experience anyway.

Feldshau's Avatar


Feldshau
02.24.2012 , 01:31 AM | #6
anyone wanna give me your opinion on my build


trying to go pure heals

http://www.torhead.com/skill-calc#80...0fbkqZrzoMZo.1

Aritok's Avatar


Aritok
02.24.2012 , 05:08 AM | #7
Quote: Originally Posted by Feldshau View Post
anyone wanna give me your opinion on my build


trying to go pure heals

http://www.torhead.com/skill-calc#80...0fbkqZrzoMZo.1
Question is, is it for PVP or PVE?

I would not use the two points in heavy trooper, but move them to Ironsight. The 6% more Aim is helping you alot more.
And you are not using the Armor Screen? The 10% more armor can help, when you are healing the Tank. Sure, its more or less useless for all other. For PVE i would use it, für PVP is questionable.

On the other side you dont have efficient conversation. It all depend how much you use these spells.

But most skill builds are always best made for your own play style.
Combat shield and Med zone are really great for PVP, when the opponents start to focus on you. Just fire your bubble, and watch them beating you, while you heal yourself up. But these two are nearly useless for PVE.

Other question: how many spells are you using that have a cast time? You are using 3 points for faster cast rate. But basicly there are only 2 spells with a cast time, that you use (AMP and MP). Check out if it is worth the 3 points for these 2 spells.

Only suggestions, it always comes down to what you like .

withonor's Avatar


withonor
02.24.2012 , 07:00 AM | #8
This is the build I am using. Just killed Nightmare Karraga last night.

http://www.torhead.com/skill-calc#800bfRMRbcdkqZrcoZb.1

The only point that I feel is optional is Psych Aid because necessary dispells are few and far between. Having said that, the only other place I might put that point is in Efficient Conversions because I use those abilities often, but mainly for trash.

A lot of people say Alacrity is bad. So many points or percentages nets a 1-2 tenths of a second cast time reduction. That's perfectly true. The simulators that have been built support that. I don't think simulators can accurately assess the importance of Alacrity. Now, I don't stack alacrity, and if I have extra equipment tokens, I'll find something to take a mod from to focus on Power and Surge.

But I think the 9% Alacrity from 5 Skill Points is so much better than the other things we can put them in. Here's why: Our AoE heals suck. BUT! When I trigger Supercharge Cells I can cast Adv. Med Probe > Med Probe > Adv. Med Probe > Med Probe... over and over again. Alacrity is saving me a lot of time spamming those spells, so I am spreading the heal over time and 10% armor from Adv. Med Probe over more people, faster.

That doesn't even address the fact that you can't just stand there and cast. You have to move. When you run into range of some who needs a heal, Alacrity will get them that heal quicker. It saves lives.

The few places you might put those points instead:

Cell Capacitor: I list this first because it's the best of the worst. I think you would have to have very poor ammo management for this to be useful. Or be severely undergeared for what you are attempting. If you want/need points in this, take them out of Weapon Calibrations.

Med Zone and Combat Shield: These require Reactive Shield to be active. In PVP this would be really good, in PVE it's basically useless.

Heavy Trooper: No. It's a tiny increase and it only affects you. Better in Flashpoints, but loses value in Ops. When I said "Better" that meant it's not completely terrible. Again, good for PVP.

My pertinent stats completely unbuffed, just with the spec I promote, are:

Bonus Healing: 477.4
Critical Chance: 37.48
Critical Modifier: 75.10
Activation Speed: 11.01

Thravin's Avatar


Thravin
02.24.2012 , 06:26 PM | #9
I just finished Hard Mode Eternity Vault and Hard Mode Karagga's Palace as a Commando healer with another Commando healer. That's right, two Commando healers doing hard modes, it can be done and its beautiful!

Anyway, I actually agree with Withonor. And like he said about Cell Capacitor, it's worth looking into. Personally I'd take points out of Steady Hands and put it into Cell Capacitor, but it really depends on your tanks ability to keep aggro and the fight itself. If the fight has a lot of damage going out that can push back your spells or a lot of adds that makes it difficult to keep threat, then keep Steady Hands. The only reason I say that is sure, with proper cell management ammo isn't an issue but there are times where you need to burn out on purpose and come back to full quickly. It just gives you another tool in case things get bad.

Quote: Originally Posted by Withonor
A lot of people say Alacrity is bad. So many points or percentages nets a 1-2 tenths of a second cast time reduction. That's perfectly true. The simulators that have been built support that. I don't think simulators can accurately assess the importance of Alacrity. Now, I don't stack alacrity, and if I have extra equipment tokens, I'll find something to take a mod from to focus on Power and Surge.
I couldn't agree more. It's insane how often .1 reduction in cast time will make a difference between life and death. That is part of the reason I really like Crit so I can keep First Responder on. I stack a lot of power though but not as much Surge as I'd like. A good tip for those new to healing is to not think in terms of total potential output, but rather how you can better handle various situations.

Long story short, read Withonor's post. Also, do not underestimate small buffs. They far outweigh any personal survivability that you may gain from putting points elsewhere.

Gezzer's Avatar


Gezzer
02.25.2012 , 12:02 PM | #10
Quote: Originally Posted by Feldshau View Post
anyone wanna give me your opinion on my build


trying to go pure heals

http://www.torhead.com/skill-calc#80...0fbkqZrzoMZo.1
This is how I'd do it:
http://www.torhead.com/skill-calc#800rfRMRdMdzqZrcoZo.1

or:
http://www.torhead.com/skill-calc#800rfRMRdzdzqZrckZo.1

IMHO if your healing, you shouldn't be looking to increase your survivability over enhancing your healing ability.
So instead of heavy trooper increasing your aim will give you better heals so I'd put those 2 points in iron sights.
Instead of med zone I'd put the 2 points in combat shield (because it makes healing easier) and armor screen (because it gives your heal target more durability). Med zone only works if your healing your self and that shouldn't happen too often if everything's working right.
After all the "must have" talents IMHO you have 2 extra points. So you can throw them in field triage to help with your ammo regen (though that's never really a problem) psych aid if you think you'll need the debuff (which is debatable) or muzzle fluting to increase the damage of our go to damage ability.

Now just use your fav tanking companion for leveling and your golden.